Ror2: fix generation mistake (#100)

* Risk of Rain 2: logic updates

* Risk of Rain 2: move a variable definition so it can be reused. Reverted a change that broke stuff for some reason.

* Documentation update
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alwaysintreble 2021-10-09 08:57:37 -05:00 committed by GitHub
parent 62db9ad982
commit b1fb793ea4
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1 changed files with 3 additions and 3 deletions

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@ -32,8 +32,8 @@ class RiskOfRainWorld(World):
self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player))
# if presets are enabled generate junk_pool from the selected preset
pool_option = self.world.item_weights[self.player].value
if self.world.item_pool_presets[self.player].value:
pool_option = self.world.item_weights[self.player].value
# generate chaos weights if the preset is chosen
if pool_option == 5:
junk_pool = {
@ -104,13 +104,13 @@ class RiskOfRainWorld(World):
item = RiskOfRainItem(name, True, item_id, self.player)
return item
# generate locations based on player setting
def create_regions(world, player: int):
world.regions += [
create_region(world, player, 'Menu', None, ['Lobby']),
create_region(world, player, 'Petrichor V',
[location for location in base_location_table] +
[f"Item Pickup {i}" for i in range(1, world.start_with_revive[player].value+world.total_locations[player])])
[f"Item Pickup {i}" for i in range(1, 1 + world.total_locations[player])])
]
world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))